forked from bartvdbraak/blender
5cd5e85143
Moved Shade Smooth/Flat from Mesh obdata panel to tools area. These kinds of operator tools aren't really allowed in the buttons window anymore - whole point of new tools area :) The only operators that are allowed in buttons window are things that act on the RNA fields, like add/remove buttons for adding vertex groups etc.
162 lines
4.2 KiB
Python
162 lines
4.2 KiB
Python
import bpy
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class LOGIC_PT_properties(bpy.types.Panel):
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__space_type__ = "LOGIC_EDITOR"
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__region_type__ = "UI"
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__label__ = "Properties"
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def poll(self, context):
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ob = context.active_object
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return ob and ob.game
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def draw(self, context):
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layout = self.layout
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ob = context.active_object
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game = ob.game
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for prop in game.properties:
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flow = layout.row()
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flow.itemR(prop, "name", text="")
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flow.itemR(prop, "type", text="")
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flow.itemR(prop, "value", text="") # we dont care about the type. rna will display correctly
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flow.itemR(prop, "debug")
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"""
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class WORLD_PT_game(WorldButtonsPanel):
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__space_type__ = "LOGIC_EDITOR"
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__region_type__ = "UI"
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__label__ = "Game Settings"
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def draw(self, context):
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layout = self.layout
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world = context.world
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flow = layout.column_flow()
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flow.itemR(world, "physics_engine")
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flow.itemR(world, "physics_gravity")
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flow.itemR(world, "game_fps")
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flow.itemR(world, "game_logic_step_max")
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flow.itemR(world, "game_physics_substep")
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flow.itemR(world, "game_physics_step_max")
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flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling")
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flow.itemR(world, "game_occlusion_culling_resolution")
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"""
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class LOGIC_PT_player(bpy.types.Panel):
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__space_type__ = "LOGIC_EDITOR"
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__region_type__ = "UI"
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__label__ = "Player"
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_data
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row = layout.row()
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row.itemR(gs, "fullscreen")
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split = layout.split()
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col = split.column()
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col.itemL(text="Resolution:")
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colsub = col.column(align=True)
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colsub.itemR(gs, "resolution_x", slider=False, text="X")
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colsub.itemR(gs, "resolution_y", slider=False, text="Y")
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col = split.column()
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col.itemL(text="Quality:")
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colsub = col.column(align=True)
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colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
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colsub.itemR(gs, "frequency", text="FPS", slider=False)
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# framing:
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col = layout.column()
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col.itemL(text="Framing:")
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col.row().itemR(gs, "framing_type", expand=True)
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colsub = col.column()
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colsub.itemR(gs, "framing_color", text="")
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class LOGIC_PT_stereo(bpy.types.Panel):
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__space_type__ = "LOGIC_EDITOR"
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__region_type__ = "UI"
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__label__ = "Stereo"
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_data
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# stereo options:
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col= layout.column()
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row = col.row()
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row.itemR(gs, "stereo", expand=True)
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stereo_mode = gs.stereo
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# stereo:
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if stereo_mode == 'STEREO':
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row = layout.row()
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row.itemR(gs, "stereo_mode")
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# dome:
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if stereo_mode == 'DOME':
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row = layout.row()
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row.itemR(gs, "dome_mode", text="Dome Type")
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split=layout.split()
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col=split.column()
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col.itemR(gs, "dome_angle", slider=True)
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col.itemR(gs, "dome_tesselation", text="Tesselation")
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col=split.column()
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col.itemR(gs, "dome_tilt")
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col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col=layout.column()
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col.itemR(gs, "dome_text")
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class LOGIC_PT_physics(bpy.types.Panel):
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__space_type__ = "LOGIC_EDITOR"
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__region_type__ = "UI"
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__label__ = "World Physics"
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_data
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flow = layout.column_flow()
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flow.itemR(gs, "physics_engine")
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if gs.physics_engine != "NONE":
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flow.itemR(gs, "physics_gravity", text="Gravity")
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split = layout.split()
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col = split.column()
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col.itemL(text="Physics Steps:")
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colsub = col.column(align=True)
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colsub.itemR(gs, "physics_step_max", text="Max")
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colsub.itemR(gs, "physics_step_sub", text="Substeps")
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col.itemR(gs, "fps", text="FPS")
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col = split.column()
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col.itemL(text="Logic Steps:")
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col.itemR(gs, "logic_step_max", text="Max")
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col.itemS()
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col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
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colsub = col.column()
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colsub.active = gs.use_occlusion_culling
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colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
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else:
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split = layout.split()
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col = split.column()
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col.itemL(text="Physics Steps:")
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col.itemR(gs, "fps", text="FPS")
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col = split.column()
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col.itemL(text="Logic Steps:")
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col.itemR(gs, "logic_step_max", text="Max")
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bpy.types.register(LOGIC_PT_properties)
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bpy.types.register(LOGIC_PT_player)
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bpy.types.register(LOGIC_PT_stereo)
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bpy.types.register(LOGIC_PT_physics) |